What could of been "my own SOTN/hexen FPS"
#1 Posted 02 September 2013 - 08:17 AM
my own hexen / sotn
just an idea of what i had and wanted to do may as well see it i stopped giving a fuck about it after a good freind died but at at least you can have a glimpse of my vision
sorry DT dont get me wrong i really appreciated the work, if it appeared i abandoned you, its not you i just abandoned my self
This post has been edited by DanM: 02 September 2013 - 08:18 AM
#2 Posted 02 September 2013 - 08:26 AM
That looks amazing! Continue work on these levels! They look absolutely stunning!
This post has been edited by Ms. Radar: 02 September 2013 - 08:29 AM
#3 Posted 02 September 2013 - 08:29 AM
make retarded web comic = 225,000 views over a day
heard the saying "this is why we can't have nice things?"
and something like that is a huge undertaking, i'd need a team of mappers who could agree on a consistent format, and then i need DT to code and he aint anywhere
#4 Posted 02 September 2013 - 08:39 AM
And here I always thought that WG Realms 3 was only months away...
Look at the bright side: those 77,000 views you have from your Eternity videos are all from people that actually matter; people that share the same love for classic FPS modding. Who cares about those daily 225,000 views those retarded web comics get? That's an extra 225,000 views a day from a bunch of losers that you don't need.
This post has been edited by Ms. Radar: 02 September 2013 - 08:55 AM
#5 Posted 02 September 2013 - 08:51 AM
i dunno mapping is a drain and takes way more time, sure coding can make amazing gameplay (cough polymer cough) features that just takes no where near the work it takes to layout a level that really sticks out, you just cant have one without the other
the church
it was kinda gunna be like diablo with shotguns, kill so many sub bosses to unlock a main boss with stat points and all that jazz, kinda had the idea that if you spent the time grinding you could become a GOD and why not? you spent the time, thats what made morrowind fun not all this restriction bullshit
#6 Posted 02 September 2013 - 09:12 AM
Ms. Radar, on 02 September 2013 - 08:39 AM, said:
And here I always thought that WG Realms 3 was only months away...
Look at the bright side: those 77,000 views you have from your Eternity videos are all from people that actually matter; people that share the same love for classic FPS modding. Who cares about those daily 225,000 views those retarded web comics get? That's an extra 225,000 views a day from a bunch of losers that you don't need.
I appreciate that you can see it like that, i just think its funny in about 10 years if you thought maps where mediocre now what until a generation passes without any access to modding tools.
Looking at you Randy, oh and btw where did that douche get his headstart oh thats right modding one of the most popular game franchises to make OP force which i still consider to be the epitome of add on packs
This post has been edited by DanM: 02 September 2013 - 09:14 AM
#7 Posted 02 September 2013 - 09:14 AM
#8 Posted 02 September 2013 - 09:14 AM
DanM, on 02 September 2013 - 08:29 AM, said:
Bitter-sweet. Super maps, but never to be played. Still, superfine work
#9 Posted 02 September 2013 - 09:22 AM
the other problem is making a massive RPG style world with no +5 shotguns, health/ammo/ etc DO NOT make you want to explore, drops, respawing monsters, gold makes RPG games, why in the name of shit would you explore for more ammo, you wanna find that super secret with the RPG with +50% damage +sets enemeys on fire @ 5 health per second.
#10 Posted 02 September 2013 - 09:27 AM
Mark., on 02 September 2013 - 09:14 AM, said:
yeah mite see if i can tidy up the assests and make a game where you grind your way through, no health pickups, no ammo, just what you can buy from town should be about 8 maps max, brutal dark souls difficulty, fuck i loved that game the castlevania in 3d ive always wanted
#11 Posted 02 September 2013 - 09:42 AM
Thats why in my maps for this project I decided to go 90 percent adventure game wandering and 10 percent shoot 'em up.
I know the frustration. I'm in some other slow moving projects including my own that has been in the making for over 2 years now. Sometimes I give up and release them in the "unfinished content" thread, but there are still some I want to see all the way thru.
BTW. Next time lighten up the video so everyone can see my beautiful game assets.
This post has been edited by Mark.: 02 September 2013 - 09:51 AM
#12 Posted 02 September 2013 - 09:51 AM
personally all that should be based on difficulty, large 30+ health only gives you 10+ on the hardest difficulty and smaller ones give 3+
I like action but i dont like to limit the amount of killing cause thats the real fun part, beefing up your char and unleashing hell, based on difficulty I have always thought difficulty should be based more on quantity vs item vs difficulty vs dmg taken
I guess if i did do a tidy up the only thing i could put in maps is gold/gold dropped and way points and you make your decisions from there, i couldn't care if you paint yourself into a corner with your poor decisions, punishment is what made dark souls great
#13 Posted 02 September 2013 - 09:57 AM
Mark., on 02 September 2013 - 09:42 AM, said:
BTW. Next time lighten up the video so everyone can see my beautiful game assets.
true dat, youtube makes that shit to easy now
#14 Posted 02 September 2013 - 10:55 AM
#15 Posted 02 September 2013 - 11:07 AM
couple of keys here and there and i guess i could have an act, but no pickups cept gold, any ammo weapons etc has to be bought from the blacksmith in town, in between areas enemies re spawn but i can put way points at select locations to take out a bit of tedium, unless of course you want to farm gold, i dont care if you want to stock up on BFG arsenal from hell, you spent the time you earnt it, play it your way
I guess the only real advantage of exploration is gold or +1 stat points to a select category, which also i guess falls under farming for EXP
still a large task but can be done, actually want to recruit mappers under me so its not so daunting, BTW really not helping with edukes new VIS support maps dont look anything like they used to anyway unfortunately unless it gets reverted.
BTW i did draw all the art for the stat point screen and it works great too, you'd think before diablo 3 blizzard made it
This post has been edited by DanM: 02 September 2013 - 11:14 AM
#16 Posted 02 September 2013 - 02:09 PM
With my Serious Sam inspired episode, I've realized that the only way I'll get it out the door is to focus on finishing levels I've already started and done decent work in, so I've scrapped several hypothetical and barely started levels, as well as toned down some of the more ambitious ideas I had.
#18 Posted 02 September 2013 - 04:20 PM
Deeper Micky, on 02 September 2013 - 02:09 PM, said:
yup good mapping takes long enough let alone an episode of it.
it be a shame to see the exterior of the church go to waste, seriously its like 10 TROR layers of beautiful classical architecture
heh love you too buddy
edit : like i said earlier though, the vis system needs to go back to how it used to, the fog is insane now in the maps or at least tweak so its not so heavy
This post has been edited by DanM: 02 September 2013 - 04:51 PM
#19 Posted 02 September 2013 - 05:34 PM
Just for fun I took a couple of your older graveyard test maps and put them into my Graveyard TC . Not a single texture or model lines up with my custom assets. This was expected. It would be a whole lot of conversion work to make anything useful from those maps. It was just a thought in case you abandon something and don't want the stuff to go to waste.
I just re-read my post and I sure do look like a vulture flying around the dying guy waiting for my meal.
This post has been edited by Mark.: 02 September 2013 - 05:39 PM
#20 Posted 02 September 2013 - 05:49 PM
#21 Posted 02 September 2013 - 08:37 PM
#22 Posted 02 September 2013 - 09:19 PM
If i move to flask systems for healh, spending wisely, balance the respawns, and just use gold and way points, it should work out as a very memorable experience, just eduke32 ruined visibility in the newer updates and my maps look terrible now, it worked better before tbh and i really wanted to use the new versions of eduke, esp the 64-bit edition as it does seem to have performance increases
#23 Posted 02 September 2013 - 09:37 PM
#24 Posted 02 September 2013 - 09:50 PM
BEFORE 3736
AFTER 3737
only difference is eduke version
This post has been edited by DanM: 02 September 2013 - 10:35 PM
#25 Posted 02 September 2013 - 09:54 PM
The thing I was referring to was polymer's new feature to shade 8-art using shade tables like the classic renderer instead of adding black to it like polymost. IIRC it came out less than a few months ago.
This post has been edited by Deeper Micky: 02 September 2013 - 09:56 PM
#26 Posted 02 September 2013 - 10:15 PM
This post has been edited by DanM: 02 September 2013 - 10:15 PM
#27 Posted 02 September 2013 - 10:22 PM
DanM, on 02 September 2013 - 10:15 PM, said:
Then post that proplem in EDuke32 section, pretty please! I want those maps!